What's involved with "wiring it up in Kha"? I've just tried to compile empty applications build with:
node kha/make -g vulkan node kha/make -g metal node kha/make -g direct3d12
And all failed to compile (metal on XCode, vulkan and direct3d12 on visual studio 2017).
For direct3d12 (on windows target), I get:
Cannot open include file: 'd3dx12.h': No such file or directory ... Cannot open include file: 'WinError.h`: No such file or directory
For vulkan, I get a runtime exception on line 361 of PipelineState5Impl.cpp:
Exception thrown at 0x000000005337A203 (nvoglv64.dll) in g5.exe: 0xC0000005: Access violation reading location 0x000001D0DA6C48C0.
For metal, I get:
'Kore/ConstantBuffer5impl.h' file not found
It seems like the vulkan and metal errors fall into the "Metal and Vulkan need some updates", but do the direct3d12 errors fall under the "wiring it up in kha"?
Is there any way I can help sort it out?
What's the state of the graphics5 api today? Is it fully functional across all platforms?
I can't seem to find any information about it, including any code showing the steps required to get something on screen. If there aren't any tutorials available, I'd love to start working on one but I don't even know where to begin myself
I'm trying to get some g4 stuff working on iOS, however all the textures are black. When I loaded png textures in a g2 context in a previous demo, the textures loaded fine; but now in g4 they're all black. I've tested with my sample (https://github.com/FuzzyWuzzie/gltf-sample-kha) as well as Lubos Lenco's examples.
Any idea what's wrong?
I'm trying to test my glTF library (https://github.com/FuzzyWuzzie/haxe-gltf) for loading glTF models. Basically, right now, I just want to load the mesh data and display it. And what I have right now kind-of works: https://fuzzywuzzie.github.io/gltf-sample-kha/ (source code is at: https://github.com/FuzzyWuzzie/gltf-sample-kha).
If you can't run the demo, here's a screenshot:
As far as I can tell, the glTF data is being loaded correctly (I've manually checked things on smaller triangle and quad models), but it clearly isn't rendering correctly; and it seems like a depth issue (the colours are coming from the mesh normal).
I think I'm doing something wrong in Kha, but I can't seem to figure out what exactly, other than that it seems like a depth issue. The pipeline looks like it should be writing to the depth buffer and comparing against it:
pipeline = new PipelineState(); pipeline.inputLayout = [structure]; pipeline.fragmentShader = Shaders.simple_frag; pipeline.vertexShader = Shaders.simple_vert; pipeline.cullMode = CullMode.Clockwise; pipeline.depthMode = CompareMode.GreaterEqual; pipeline.depthWrite = true; pipeline.compile();
And my render function clears the depth buffer:
var g = frame.g4; g.begin(); g.clear(Color.fromFloats(0.33, 0.33, 0.33), 0); g.setVertexBuffer(vertexBuffer); g.setIndexBuffer(indexBuffer); g.setPipeline(pipeline); g.setMatrix(mvpID, mvp); g.setMatrix(mID, model); g.drawIndexedVertices(); g.end();
But it seems like perhaps the depth buffer isn't being used? Or is there something else wrong with the model data? I could really use another pair of eyes on this if you're available.
Thanks so much!
I prefer to do all my development in Visual Studio Code these days. I know KodeStudio is a fork of Code, but it disables a bunch of things I'd rather it not. Thankfully, I just discovered how to easily debug my projects within Visual Studio Code (I used to just debug in the browser), and figured I'd share in case anyone here is in the same boat.
Here's how I got things working:
- Install the Debugger for Chrome extension
- In your project root, create (or edit) the two files:
.vscode/tasks.jsonaccording to this gist: https://gist.github.com/FuzzyWuzzie/89a620b4adda01452cba0314e4c02c98
- Make sure to enable debug (sourcemaps) in your
- Click the debug tab, select the 'Kha/HTML5' configuration, and launch!
You can set breakpoints, inspect variables, etc.
Hope that helps!